Book picks similar to
The Art of Failure: An Essay on the Pain of Playing Video Games by Jesper Juul
non-fiction
games
video-games
game-design
Captive Audience: On Love and Reality TV
Lucas Mann - 2018
Captive Audience resides at the intersection of popular culture with the personal; the exhibitionist impulse, with the schadenfreude of the vicarious, and in confronting some of our most suspect impulses achieves a heightened sense of what it means to live an authentic life and what it means to love a person.
How to Talk About Books You Haven't Read
Pierre Bayard - 2007
(In fact, he says, in certain situations reading the book is the worst thing you could do). Using examples from such writers as Graham Greene, Oscar Wilde, Montaigne, and Umberto Eco, he describes the varieties of "non-reading"—from books that you've never heard of to books that you've read and forgotten—and offers advice on how to turn a sticky social situation into an occasion for creative brilliance. Practical, funny, and thought-provoking, How to Talk About Books You Haven't Read is in the end a love letter to books, offering a whole new perspective on how we read and absorb them. It's a book for book lovers everywhere to enjoy, ponder, and argue about—and perhaps even read.Pierre Bayard is a professor of French literature at the University of Paris VIII and a psychoanalyst. He is the author of Who Killed Roger Ackroyd? and of many other books. Jeffrey Mehlman is a professor of French at Boston University and the author of a number of books, including Emigré New York. He has translated works by Derrida, Lacan, Blanchot, and other authors.
The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't
Nick Yee - 2014
Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled—but rarely recognized—tools for controlling what players think and how they behave. Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves.
Not All Fairy Tales Have Happy Endings: The rise and fall of Sierra On-Line
Ken Williams - 2020
The author, Ken Williams, founded Sierra On-Line Sierra with his wife Roberta who went on to create many of the company's best selling games. Sierra grew from just Ken and Roberta to over one thousand employees and a fan base that still exists today, despite the fact that the company was torn apart by criminal activities, scandal and corruption that resulted in jail sentences and the collapse of Sierra. This is the behind-the-scenes story of the rise and fall, as it could only be told by the ultimate insider.
Why We Suck: A Feel Good Guide to Staying Fat, Loud, Lazy and Stupid
Denis Leary - 2008
In Why We Suck, Dr. Denis Leary uses his common sense, and his biting and hilarious take on the world, to attack the politically correct, the hypocritical, the obese, the thin--basically everyone who takes themselves too seriously. He does so with the extra oomph of a doctorate bestowed upon him by his alma mater Emerson College. "Sure it's just a celebrity type of thing--they only gave it to me because I'm famous," Leary explains. "But it's legal and it means I get to say I'm a doctor--just like Dr. Phil." In Why We Suck, Leary's famously smart style and sardonic wit have found their fullest and fiercest expression yet. Zeroing in on the ridiculous wherever he finds it, Leary unravels his Irish Catholic upbringing, the folly of celebrity, the pressures of family life, and the great hypocrisy of politics with the same bright, savage, and profane insight he brought to his critically acclaimed one-man shows No Cure for Cancer and Lock 'n Load, and his platinum-selling song, "Asshole." Proudly Irish American, defiantly working class, with a reserve of compassion for the underdog and the overlooked, Leary delivers blistering diatribes that are penetrating social commentary with no holds barred. Leary's book will find wide appeal among people who want to laugh out loud or find a guide who matches their view of what's wrong in America and the world-at-large; and fans of his one-man shows, his many movies, and Rescue Me, Leary's Golden Globe and Emmy-nominated television show. Why We Suck is the latest salvo from one of America's most original and biting comic satirists.
Ask Iwata: Words of Wisdom from Satoru Iwata, Nintendo's Legendary CEO
Satoru Iwata - 2021
In my mind, I am a game developer. But in my heart, I am a gamer." —Satoru IwataSatoru Iwata was the former Global President and CEO of Nintendo and a gifted programmer who played a key role in the creation of many of the world’s best-known games. He led the production of innovative platforms such as the Nintendo DS and the Wii, and laid the groundwork for the development of the wildly successful Pokémon Go game and the Nintendo Switch. Known for his analytical and imaginative mind, but even more for his humility and people-first approach to leadership, Satoru Iwata was beloved by game fans and developers worldwide. In this motivational collection, Satoru Iwata addresses diverse subjects such as locating bottlenecks, how success breeds resistance to change, and why programmers should never say no. Drawn from the "Iwata Asks" series of interviews with key contributors to Nintendo games and hardware, and featuring conversations with renowned Mario franchise creator Shigeru Miyamoto and creator of EarthBound Shigesato Itoi, Ask Iwata offers game fans and business leaders an insight into the leadership, development and design philosophies of one of the most beloved figures in gaming history.
A Book of Surrealist Games
Mel Gooding - 1995
Invented and played by such artists as André Breton, Rene Magritte, and Max Ernst, these gems still produce results ranging from the hilarious to the mysterious and profound.
The Ethics of Ambiguity
Simone de Beauvoir - 1947
A leading exponent of French existentialism, her work complements, though it is independent of, that of her great friend Jean-Paul Sartre. In "The Ethics of Ambiguity," Madame de Beauvoir penetrates at once to the core ethical problems of modern man: what shall he do, how shall he go about making values, in the face of this awareness of the absurdity of his existence? She forces the reader to face the absurdity of the human condition, and then, having done so, proceeds to develop a dialectic of ambiguity which will enable him not to master the chaos, but to create with it.
Gamification by Design
Gabe Zichermann - 2011
This book provides the design strategy and tactics you need to integrate game mechanics into any kind of consumer-facing website or mobile app. Learn how to use core game concepts, design patterns, and meaningful code samples to a create fun and captivating social environment.Whether you're an executive, developer, producer, or product specialist, Gamification by Design will show you how game mechanics can help you build customer loyalty.Discover the motivational framework game designers use to segment and engage consumersUnderstand core game mechanics such as points, badges, levels, challenges, and leaderboardsEngage your consumers with reward structures, positive reinforcement, and feedback loopsCombine game mechanics with social interaction for activities such as collecting, gifting, heroism, and statusDive into case studies on Nike and Yahoo!, and analyze interactions at Google, Facebook, and ZyngaGet the architecture and code to gamify a basic consumer site, and learn how to use mainstream gamification APIs from Badgeville"Turning applications into games is a huge trend. This book does a great job of identifying the core lasting principals you need to inspire your users to visit again and again." —Adam Loving Freelance Social Game Developer and founder of Twibes Twitter Groups
Addiction by Design: Machine Gambling in Las Vegas
Natasha Dow Schüll - 2012
"Addiction by Design" takes readers into the intriguing world of machine gambling, an increasingly popular and absorbing form of play that blurs the line between human and machine, compulsion and control, risk and reward.Drawing on fifteen years of field research in Las Vegas, anthropologist Natasha Dow Schull shows how the mechanical rhythm of electronic gambling pulls players into a trancelike state they call the "machine zone," in which daily worries, social demands, and even bodily awareness fade away. Once in the zone, gambling addicts play not to win but simply to keep playing, for as long as possible--even at the cost of physical and economic exhaustion. In continuous machine play, gamblers seek to lose themselves while the gambling industry seeks profit. Schull describes the strategic calculations behind game algorithms and machine ergonomics, casino architecture and "ambience management," player tracking and cash access systems--all designed to meet the market's desire for maximum "time on device." Her account moves from casino floors into gamblers' everyday lives, from gambling industry conventions and Gamblers Anonymous meetings to regulatory debates over whether addiction to gambling machines stems from the consumer, the product, or the interplay between the two."Addiction by Design" is a compelling inquiry into the intensifying traffic between people and machines of chance, offering clues to some of the broader anxieties and predicaments of contemporary life.
Reality Hunger: A Manifesto
David Shields - 2010
YouTube and Facebook dominate the web. In Reality Hunger: A Manifesto, his landmark new book, David Shields (author of the New York Times best seller The Thing About Life Is That One Day You’ll Be Dead) argues that our culture is obsessed with “reality” precisely because we experience hardly any.Most artistic movements are attempts to figure out a way to smuggle more of what the artist thinks is reality into the work of art. So, too, every artistic movement or moment needs a credo, from Horace’s Ars Poetica to Lars von Trier’s “Vow of Chastity.” Shields has written the ars poetica for a burgeoning group of interrelated but unconnected artists in a variety of forms and media who, living in an unbearably manufactured and artificial world, are striving to stay open to the possibility of randomness, accident, serendipity, spontaneity; actively courting reader/listener/viewer participation, artistic risk, emotional urgency; breaking larger and larger chunks of “reality” into their work; and, above all, seeking to erase any distinction between fiction and nonfiction.The questions Reality Hunger explores—the bending of form and genre, the lure and blur of the real—play out constantly all around us. Think of the now endless controversy surrounding the provenance and authenticity of the “real”: A Million Little Pieces, the Obama “Hope” poster, the sequel to The Catcher in the Rye, Robert Capa’s “The Falling Soldier” photograph, the boy who wasn’t in the balloon. Reality Hunger is a rigorous and radical attempt to reframe how we think about “truthiness,” literary license, quotation, appropriation.Drawing on myriad sources, Shields takes an audacious stance on issues that are being fought over now and will be fought over far into the future. People will either love or hate this book. Its converts will see it as a rallying cry; its detractors will view it as an occasion for defending the status quo. It is certain to be one of the most controversial and talked-about books of the year.
High Score!: The Illustrated History of Electronic Games
Rusel DeMaria - 2002
Featuring hundreds of interviews with game creators and thousands of never-before-seen photos from the early days, this book honors the games that have captivated youngsters and the young-at-heart for more than 30 years--making this the ultimate tribute to electronic games.
Mortality
Christopher Hitchens - 2012
As he would later write in the first of a series of award-winning columns for "Vanity Fair," he suddenly found himself being deported "from the country of the well across the stark frontier that marks off the land of malady." Over the next eighteen months, until his death in Houston on December 15, 2011, he wrote constantly and brilliantly on politics and culture, astonishing readers with his capacity for superior work even in extremis.Throughout the course of his ordeal battling esophageal cancer, Hitchens adamantly and bravely refused the solace of religion, preferring to confront death with both eyes open. In this account of his affliction, he describes the torments of illness, discusses its taboos, and explores how disease transforms experience and changes our relationship to the world around us. By turns personal and philosophical, Hitchens embraces the full panoply of human emotions as cancer invades his body and compels him to grapple with the enigma of mortality.
No Logo
Naomi Klein - 2000
First published before the World Trade Organization protests in Seattle, this is an infuriating, inspiring, and altogether pioneering work of cultural criticism that investigates money, marketing, and the anti-corporate movement.As global corporations compete for the hearts and wallets of consumers who not only buy their products but willingly advertise them from head to toe—witness today's schoolbooks, superstores, sporting arenas, and brand-name synergy—a new generation has begun to battle consumerism with its own best weapons. In this provocative, well-written study, a front-line report on that battle, we learn how the Nike swoosh has changed from an athletic status-symbol to a metaphor for sweatshop labor, how teenaged McDonald's workers are risking their jobs to join the Teamsters, and how "culture jammers" utilize spray paint, computer-hacking acumen, and anti-propagandist wordplay to undercut the slogans and meanings of billboard ads (as in "Joe Chemo" for "Joe Camel").No Logo will challenge and enlighten students of sociology, economics, popular culture, international affairs, and marketing."This book is not another account of the power of the select group of corporate Goliaths that have gathered to form our de facto global government. Rather, it is an attempt to analyze and document the forces opposing corporate rule, and to lay out the particular set of cultural and economic conditions that made the emergence of that opposition inevitable." —Naomi Klein, from her Introduction
Mother, Can You Not?
Kate Friedman-Siegel - 2016
There is also nothing more annoying. Who else can proudly insist that you’re perfect while simultaneously making you question every career, fashion, and relationship decision you have ever made? No one understands the delicate mother-daughter dynamic better than Kate Siegel—her own mother drove her so crazy that she decided to broadcast their hilarious conversations on Instagram. Soon, hundreds of thousands of people were following their daily text exchanges, eager to see what outrageous thing Kate’s mom would do next. Now, in Mother, Can You NOT?, Kate pays tribute to the woman who invented the concept of drone parenting. From embarrassing moments (like crashing Kate's gynecological exams) to outrageous stories (like the time she made Kate steal a cat from the pound) to hilarious celebrations (including but not limited to parties for Kate's menstrual cycles), Mother, Can you NOT? lovingly lampoons the lengths to which our mothers will go to better our lives (even if it feels like they’re ruining them in the process).